Neon Tiles - Jesus Loves Me
By Neon Piano
Based on the following code

Neon Tiles - Baby Shark
Neon Piano
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๐น Neon Tiles โ Jesus Loves Me
A neon-styled 4-lane rhythm game built around the beloved children's hymn "Jesus Loves Me" โ the chart was transcribed directly from sheet music and carries the verse-and-chorus through its full stanza. Cyberpunk visuals with a cyanโmagenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface dress the Sunday-school staple in arcade neon while keeping its quiet, hymnlike heart intact.
๐ฎ How to Play
- Tap / Click โ Tap tiles on mobile, or click them with the mouse on desktop.
- Keyboard โ Use
ASDFfor the four lanes (left โ right). - Hold notes โ For taller tiles, keep the key/finger pressed until the tile clears.
- Burst tiles โ One tile in the chart fires a quick two-note flourish from a single tap, capturing the song's only sub-quarter pickup figure.
- Pause โ
SpaceorP - Mute / Unmute โ
M - Quick start / restart โ Press
Dwhile any overlay is showing.
โจ Features
๐ต Real Score, Real Pitch
- 16 measures of melody (the score's first 2 measures are an instrumental intro โ stripped from the chart so play begins immediately on the first sung note "Jesus").
- Every note plays at its actual pitch in C major across the song's six-note diatonic range (C4 โ C5).
- Tempo is โฉ=90 in 4/4 time, with each game beat = one 4๋ถ์ํ (667 ms) โ the slowest tempo in the batch, sitting comfortably in hymn pulse where every quarter note has room to breathe.
๐ถ One Tile per Quarter Beat
- The chart uses a 4๋ถ์ํ ์ฌ๋กฏ mode โ 1 tile = 1 quarter note โ so the visual rhythm reads exactly the way you'd count along: "Je-sus loves me, this I know..." one tap per syllable.
- 2๋ถ์ํ phrase endings ("loves me", "this I know") land on 2-beat hold tiles, marking the natural sentence breath in hymn phrasing.
- A single burst tile at m14 captures the song's one sub-quarter ornament โ the Fโฏ neighbor tone leading into "Yes, Jesus loves me." It's the chart's only moment of decoration.
- The final "loves me so" cadence has been shortened from an open whole note to a ์ 2๋ถ์ํ + 4๋ถ์ผํ so the song lands with a clear rest rather than ringing into a void.
๐ Progressive Difficulty + Cycle Flash
- BPM increases by +12.5% per cycle (90 โ 101 โ 114 โ 128...). At a hymn base tempo, even cycle 4 stays inside singable territory.
- Each cycle is also transposed up by a whole step (2 semitones), lifting the song into ever-brighter keys.
- Cycle transition flash: every new cycle pops up a centered banner โ
CYCLE 2 / โช +2 ยท โก +12%โ with a scale-and-glow animation, so the moment you survive into harder territory feels earned.
๐ข Visible Miss Feedback
- Tap on empty space, hit the wrong tile, release a hold too early, or let any tile fall off-screen โ all trigger a red flash at the relevant tile (and a circle pulse at the tap point), held for 450 ms.
- Plays a dissonant low buzz with downward portamento so misses are clearly audible.
- The game ends after the miss display, giving you a clear "what just happened" beat.
๐จ Polished Neon Visuals
- Hand-tuned per-lane colors along a cyan โ blue โ purple โ magenta gradient that matches the logo.
- Glowing tube borders, soft outer halos, and scanline textures only inside the active press zone so the tappable area is instantly readable on hold tiles.
- Ambient floating tiles drift continuously down behind both the start screen and the game-over screen.
- Animated "neon tile" START button that physically slides down the board into the game on press โ no jarring screen transitions. Same treatment on the PLAY AGAIN button.
- Score-burst flash animation on every successful hit.
๐ง Smart Lane Distribution
- Lanes are picked dynamically rather than randomly: the algorithm avoids consecutive same-lane spawns and balances left vs. right side usage.
๐ฏ Forgiving Hold Timing
- Hold tiles only require 75% of the full duration โ releasing slightly early still counts.
- The hold-progress fill uses a soft gradient fade at its top edge instead of a hard line, so there's no visible pass/fail boundary to fixate on.
๐ผ Scoring
- 10 points per beat cleared (so a 2-beat hold = 20, a 3-beat ์ 2๋ถ์ํ = 30).
- High score saved locally and shown on the start and game-over screens.
๐ฑ Mobile-First Input
- Multi-touch support โ different fingers on different lanes are tracked independently.
- Coordinate-based hit testing rather than lane-only, so taps register exactly where your finger lands.
touch-action: noneanduser-scalable=noto prevent scrolling/zooming during play.- Viewport sized in
vwunits (9:16 portrait) so it scales perfectly across phone screens. - Mouse-up listener attached to
windowso releases register even if the cursor leaves the canvas.
๐ ๏ธ Tech Stack
- Pure HTML / CSS / JavaScript โ zero dependencies, zero build step.
- HTML5 Canvas for the 360ร640 game board with
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